|Año de publicación
|Cordero-Brito, S, Mena, JJ
|Nombre de la Conferencia
|Technological Ecosystems for Enhancing Multiculturality
|Fecha de publicación
|TEEM'18, October 24–26, 2018, Salamanca, Spain © 2018 Copyright is held by the owner/author(s). Publication rights licensed to ACM.
|Gamification motivation, learning through active methodologies, social environment
Gamification can be defined as the use of game components in
non-ludic contexts, and has become a crucial element in the field
of behavioral learning. The present work aims to make a
systematic review of the main components and its application of
gamification in the social environment. To obtain the results,
two of the most important scientific databases were consulted:
Scopus and Web of Science. 136 articles published between 2011
and mid-2016 under the title Gamification were extracted and
reviewed. The results of this study demonstrate how
gamification has been gaining importance in the social field and
that the use of game components increase motivation and
commitment. It shows how gamification uses individual and/or
group rewards to achieve proposed objectives; being successfully
implemented in education, health, services, and social learning.
Finally, it suggests that the success of the gamification system is
directly related to the context, the framework selected, and the
interaction of the participants.